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Mods Editing Vanilla Homes and ELFX "No Homes" Modules Load Order Matter #2367
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I used to have ELFX in an earlier group for this reason. I don't think anyone wants to go out and test how each vanilla/DLC housing mod sorts against the NO Homes modules. So moving the main ELFX module and the No Homes modules back to early loaders would be easiest for maintenance. |
OK. I completely get this. How about another approach that wont have such a universal chain reaction of events. Speaking of this page MacSplody; Its been a very long time (probably) since you checked it out. Lots could use LOOT updating. More simple making LOOT adjustments for this page rather then to touching the bigger mods. Keeps life easier |
Closing and will review further changes as part of #2200. |
Eli_Breezehome.esp https://www.nexusmods.com/skyrimspecialedition/mods/48931
needs to load after:
ELFX - NoBreezehome.esp
ELFX - NoPlayerHomes.esp
possibly the others too that are not meant to touch anything in the WhiterunBreezehome Cell (didn't check) from:
Enhanced Lights and FX https://www.nexusmods.com/skyrimspecialedition/mods/2424
WHATS HAPPENING
Even though they are defined as "NO Home" not adding new effects and what not; the modules still edit and rearrange object REFR's all throughout the Cell (mainly vanilla REFR's) breaking intentional edits per vanilla REFR from the custom home mod overhauls
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